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	<updated>2026-05-03T10:36:47Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118739</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118739"/>
		<updated>2024-04-19T18:35:40Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Starting Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependent on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at LCpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes gain additional AP to spend on their base perks as they also require AP to learn. This also means it is possible to skip a tree perk to save AP and instead spend it on XCOM row perks. In addition to this, Heroes&#039; total AP gain based on their Combat Intelligence is slightly higher than that of standard soldiers, but the AP gain per rank is not linear; rather, most of them are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized starting stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats, and have differences from normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will usually not produce really bad or good rookies, although it is very possible to e.g. &amp;quot;waste&amp;quot; points on Hacking, as it is much easier for a low Hacking stat (especially 2-4) to be ignored for the entire game whilst still consuming points that could be spent elsewhere more efficiently. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications, some stats are worth more &amp;quot;points&amp;quot; than others. The total &amp;quot;points&amp;quot; a soldier has on all of their stats is 483, which means 368 points spent on the baseline minimum all soldiers have, and then 115 points randomly assigned to stats. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]], even beyond guessing it based on Combat Intelligence:&lt;br /&gt;
*Dodge, Hacking, Will, and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence is based on the Psi Offense value: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
**This means for non-Psi Operative soldiers, you can waste up to 10 stat points on Psi Offense when you are Average combat intelligence.  The least potential for waste occurs at Very Low and Very High, where a maximum of 3 points can be wasted.&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
! scope=colgroup colspan=9 style=&amp;quot;font-size:130%; background-color: #17181a; border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot; | Starting Stats and Costs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the Infirmary. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118738</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118738"/>
		<updated>2024-04-19T18:31:26Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Starting Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependent on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at LCpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes gain additional AP to spend on their base perks as they also require AP to learn. This also means it is possible to skip a tree perk to save AP and instead spend it on XCOM row perks. In addition to this, Heroes&#039; total AP gain based on their Combat Intelligence is slightly higher than that of standard soldiers, but the AP gain per rank is not linear; rather, most of them are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized starting stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats, and have differences from normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will usually not produce really bad or good rookies, although it is very possible to e.g. &amp;quot;waste&amp;quot; points on Hacking, as it is much easier for a low Hacking stat (especially 2-4) to be ignored for the entire game whilst still consuming points that could be spent elsewhere more efficiently. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications, some stats are worth more &amp;quot;points&amp;quot; than others. The total &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]], even beyond guessing it based on Combat Intelligence:&lt;br /&gt;
*Dodge, Hacking, Will, and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence is based on the Psi Offense value: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
**This means for non-Psi Operative soldiers, you can waste up to 10 stat points on Psi Offense when you are Average combat intelligence.  The least potential for waste occurs at Very Low and Very High, where a maximum of 3 points can be wasted.&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
! scope=colgroup colspan=9 style=&amp;quot;font-size:130%; background-color: #17181a; border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot; | Starting Stats and Costs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the Infirmary. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118737</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118737"/>
		<updated>2024-04-19T18:29:12Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Starting Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependent on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at LCpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes gain additional AP to spend on their base perks as they also require AP to learn. This also means it is possible to skip a tree perk to save AP and instead spend it on XCOM row perks. In addition to this, Heroes&#039; total AP gain based on their Combat Intelligence is slightly higher than that of standard soldiers, but the AP gain per rank is not linear; rather, most of them are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized starting stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats, and have differences from normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will usually not produce really bad or good rookies, although it is very possible to e.g. &amp;quot;waste&amp;quot; points on Hacking, as it is much easier for a low Hacking stat (especially 2-4) to be ignored for the entire game whilst still consuming points that could be spent elsewhere more efficiently. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications, some stats are worth more &amp;quot;points&amp;quot; than others. The total &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]], even beyond guessing it based on Combat Intelligence:&lt;br /&gt;
*Dodge, Hacking, Will, and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence is based on the Psi Offense value: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
**This means for non-Psi Operative soldiers, you can waste up to 10 stat points on Psi Offense when you are Average combat intelligence.  The least potential for waste occurs at Very Low and Very High, where a maximum of 3 points can be wasted.&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
! scope=colgroup colspan=9 style=&amp;quot;font-size:130%; background-color: #17181a; border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot; | Starting Stats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the Infirmary. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mechanics_(LWOTC)&amp;diff=118736</id>
		<title>Mechanics (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mechanics_(LWOTC)&amp;diff=118736"/>
		<updated>2024-04-19T18:19:03Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Fatigue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
== To-Hit Mechanics ==&lt;br /&gt;
The following hit mechanics in Long War 2 have been modified:&lt;br /&gt;
:Critical chance is no longer an absolute chance&lt;br /&gt;
::In base XCOM 2 a 10% hit and 10% critical chance would land 10% of the time, and if it hit would always be a critical. This is no longer the case.&lt;br /&gt;
::Dodge no longer supersedes crit. (In base XCOM 2 if dodge + crit chance was greater than hit, crit chance would be removed in favor of dodge.)&lt;br /&gt;
::Soldiers can graze even if the target has no dodge (In base XCOM 2, grazes were only possible if the target had dodge stat)&lt;br /&gt;
::These changes apply completely symmetrically to both sides&lt;br /&gt;
:All units will now graze if their to-hit roll is “close” to the required to hit&lt;br /&gt;
::This is referred to as the “Graze Band.” The measure of “close” is configurable in-game, and defaults to +/- 10%.&lt;br /&gt;
::Example 1 : Base 70% chance to hit results in 60% chance of a normal damage hit and 20% chance of a graze. The displayed to hit is 70%.&lt;br /&gt;
::Example 2 : Base 20% chance to hit results in 10% chance of a normal damage hit and a 20% chance of a graze. The displayed to hit is 20%.&lt;br /&gt;
:Critical Hit Chance is now a chance to “promote” the damage type. A successful critical roll will:&lt;br /&gt;
::Promote a graze hit to a regular damage hit&lt;br /&gt;
::Promote a regular damage hit to a critical damage hit&lt;br /&gt;
:Dodge Stat is now a chance to “demote” the damage type. A successful dodge roll will:&lt;br /&gt;
::Demote critical damage hit to regular damage hit&lt;br /&gt;
::Demote a regular damage hit to a graze&lt;br /&gt;
::Demote a graze into a miss (configurable)&lt;br /&gt;
:Good Angle Bonus Removed&lt;br /&gt;
::The good angle bonus of XCom 2 vanilla is removed, this bonus used to give you aim bonuses as you got closer to a flanking angle. There are no bonuses to aim and crit until you are fully flanking a target now.&lt;br /&gt;
:Consequences:&lt;br /&gt;
::Low % shots are generally more likely to do something, but that something results in less damage, and is very unlikely to deal critical damage&lt;br /&gt;
::90% to-hit and above won’t entirely miss enemies (unless they have dodge)&lt;br /&gt;
::Dodge and Crit counter each other, so a high critical chance helps counter high dodge units, while a good dodge helps protect against critical hits&lt;br /&gt;
::When using Not Created Equally, soldiers may have negative dodge, increasing the chance hits against them will be promoted&lt;br /&gt;
:Example 1: 90% to hit, 50% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 50%, Normal damage 40% of the time, Miss 10% of the time.&lt;br /&gt;
::In Long War 2, this will result in Critical damage 40% of the time, Normal damage 50% of the time, Graze damage 10% of the time.&lt;br /&gt;
:::Pre-critical results are 80% hit, 20% graze. Critical chance promotes half of the normal hits (40% of total) to critical, and half of the grazing hits (10% of total) to normal hits.&lt;br /&gt;
:Example 2: 20% to hit, 10% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 10% of the time, Normal damage 10% of the time, Miss 80% of the time&lt;br /&gt;
::In Long War 2, it will result in Critical damage 1% of the time, Normal damage 11% of the time, Graze damage 18% of the time, Miss 70% of the time&lt;br /&gt;
:::Pre-critical results are 10% hit, 20% graze. Critical chance promotes one tenth of hits so 1% normal hits become critical, 2% grazing hits become normal.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
How far can my operatives move with their mobility?&lt;br /&gt;
:After all modifiers of equipment, the number of tiles in a linear direction a soldier can move become: &lt;br /&gt;
:&#039;&#039;&#039;Mobility: (&#039;&#039;blue move/yellow move&#039;&#039;)&#039;&#039;&#039;&lt;br /&gt;
*10: 6/7&lt;br /&gt;
*11: 7/7&lt;br /&gt;
*12: 8/8&lt;br /&gt;
*13: 8/9&lt;br /&gt;
*14: 9/9&lt;br /&gt;
*15: 10/10&lt;br /&gt;
*16: 10/11&lt;br /&gt;
*17: 11/11&lt;br /&gt;
*18: 12/12&lt;br /&gt;
*19: 12/13&lt;br /&gt;
*20: 13/13&lt;br /&gt;
*21: 14/14&lt;br /&gt;
*22: 14/15&lt;br /&gt;
*23: 15/15&lt;br /&gt;
&lt;br /&gt;
So if blue movements are most important, the movement numbers to aim for are: 12,14,15,17,18,20,21 and 23&lt;br /&gt;
&lt;br /&gt;
== Enemy Patrol Behavior==&lt;br /&gt;
To truly understand how patrols in LW2 are different, it&#039;s important to understand how they were in vanilla.&lt;br /&gt;
&lt;br /&gt;
:In vanilla, there would always be one pod that would be stationed between XCOM and the objective. If that pod was killed, another pod would move to come between XCOM and the objective. Even if the pods were not active, they would, in a way, know where XCOM was. In similar fashion, pod patrol routes would dynamically adjust based on the location of XCOM.&lt;br /&gt;
&lt;br /&gt;
:These mechanics have been done away with, and the patrol zones use a fixed line-of-play based on the objective position and XCOM&#039;s original spawn point; there are no longer updates based on current XCOM position [https://www.reddit.com/r/Xcom/comments/5qad3f/used_stealth_to_move_a_10man_squad_across_a_heavy/ (source).]&lt;br /&gt;
&lt;br /&gt;
== Enemy Alert Levels ==&lt;br /&gt;
In Long War 2, enemy vigilance is more complex than in vanilla.&lt;br /&gt;
:&#039;&#039;&#039;Green Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::Green alert level is most commonly the beginning of a mission when a squad is still in concealment. Advent has no idea that XCOM has infiltrated and as such, is on low alert. A pod activated on the alien turn in this state may take defensive actions (each unit has a percentage chance that scales with difficulty) such as hunkering or overwatch on activation, but will not make any offensive moves. In other words, they will not get a chance to take a free shot at XCOM. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yellow Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, yelling civilians, or by finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM or perform other such actions as they scamper for cover. Patrols in yellow alert run instead of walk, and may take certain actions (such as Sectoid&#039;s [[Perk List (LWOTC)#Psi Reanimation|Psi Reanimation]]) even when not activated. You can use sound to create a diversion and draw pods away if you are attempting to stealth a mission or draw pods into your overwatch traps.&lt;br /&gt;
&lt;br /&gt;
::See the [[Sounds_(LW2)|Sounds]] subpage for details.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Red Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::This is an activated pod.&lt;br /&gt;
&lt;br /&gt;
== Skyranger Evac Delay ==&lt;br /&gt;
&lt;br /&gt;
After calling for Evac, the Skyranger will not arrive immediately. Instead, the soldier will throw an Evac flare at the selected zone, and it will take a number of turns before the Evac zone is fully active:&lt;br /&gt;
* Each difficulty has a base Evac Delay turns associated:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
* Having a large amount of soldiers in the squad will increase Evac Delay turns:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Squad Size&#039;&#039;&#039; || 7- || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || 0 || +1 || +2 || +2 || +3 || +3 &lt;br /&gt;
|}&lt;br /&gt;
* The infiltration value of the squad at the moment of starting the mission will either increase or decrease Evac Delay turns:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
* If there are 7 or more missions being infiltrated (including the one being launched) the Evac Delay will increase by 1 turn.&lt;br /&gt;
* If the commanding [[Officers_(LW2)|officer]] of the squad has [[Perk_List_(LW2)#Air_Controller|Air Controller]] the Evac Delay will decrease by 2 turns.&lt;br /&gt;
* Redeploying the Evac flare after having already called for Evac will increase the Evac Delay by 2 turns.&lt;br /&gt;
* Evac Delay cannot be lower than 1 turn or higher than 10 turns.&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
===Mental Ailments===&lt;br /&gt;
:&#039;&#039;&#039;Disoriented&#039;&#039;&#039;&lt;br /&gt;
::Disoriented units have -20 Aim, -6 mobility, and -20 will defense, and cannot use most abilities. Disoriented units may still move, shoot, and overwatch. These effects last until the end of the next friendly turn. Disorient will break overwatch and suppression when applied to a unit currently doing those actions. If Sectoids and Gatekeepers are hit they will lose any mind controls and their Psi Zombies will be destroyed. Disorient on a mind-controlled unit will not free them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stunned&#039;&#039;&#039;&lt;br /&gt;
::Stunned units lose (stun count) actions (Stun 2 = -2 actions/1 turn). Stunning a Sectoid or Gatekeeper will release any mind controls they have active, destroying their Psi Zombies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Panick&#039;&#039;&#039;&lt;br /&gt;
::Panicked units lose their turn and may hunker if possible. This cannot be re-applied to extend the duration. Units do not lose or have their reaction attacks cancelled but can react against allies and have a -35 aim penalty.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unconscious&#039;&#039;&#039;&lt;br /&gt;
::The unit is knocked out for the rest of the mission, can be revived with skills that heal mental ailments or get up (xcom).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mind Control&#039;&#039;&#039;&lt;br /&gt;
::The unit is being psionically controlled by another unit, forcing them to join the enemy and attack their allies. The effect lasts 3-turns.&lt;br /&gt;
&lt;br /&gt;
===Environmental Effects===&lt;br /&gt;
:&#039;&#039;&#039;Burning&#039;&#039;&#039;&lt;br /&gt;
::Burn deals 1-3 damage per turn, lasts two turns, and lockout of most abilities. They can not perform ranged attacks or use most special abilities, but can still do melee attacks. This can be cured by running through water tiles. Hunker down does not remove this.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
::Poisoned units have a -20 Aim, -4 mobility, and takes 1 damage at the start of their turn. The effect will last for 2 turns.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Acid Burn&#039;&#039;&#039;&lt;br /&gt;
::Deals 1-3 damage per turn. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Frozen&#039;&#039;&#039;&lt;br /&gt;
::Frozen units lose their turn and also lose 10 defense. Certain units are only partially affected and will defrost at the beginning of their turn but loses one of their action points. A frozen unit cannot be stunned.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
:&#039;&#039;&#039;Chryssalid Poison&#039;&#039;&#039;&lt;br /&gt;
::Deals damage based on the level of the inflictor (Hive queen&#039;s poison will deal more than a basic chryssalid) and will persist for the rest of the mission until healed. If the unit dies while afflicted, a cocoon will spawn that creates smaller chryssalids. Medkit&#039;s poison immunity does not prevent this from applying but does prevent from being damaged by it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Defensive Smoke&#039;&#039;&#039;&lt;br /&gt;
::Grants all units within the smoke +20 defense and immunity to flanking critical bonus. Lasts for 3 turns. Smoke will grant an additional 10 defense with the [[Perk_List_(LWOTC)#Dense_Smoke|Dense Smoke]] perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Maim&#039;&#039;&#039;&lt;br /&gt;
::The affilicted unit has 0 mobility and lasts for the turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
::Bleeding units take 1 damage per turn. Lasts 2 turns.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Rupture&#039;&#039;&#039;&lt;br /&gt;
::Ruptured units take an additional (rupture count) damage from all sources for the rest of the mission. Cannot be removed.&lt;br /&gt;
&lt;br /&gt;
== Detection Range ==&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect you in concealment is called the Detection Range, and this scales based on a variety of factors. Be aware that detection tiles do not appear on obstacles that can be walked across such as benches. Large Units also tends to have slightly misleading detection and may be slightly larger than it appears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltration level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At baseline 100% infiltration, enemies will have their normal detection range.  At infiltration rates below 100%, the enemy will have between between x1 and x1.25 of normal detection radius (i.e up to 1/4th more); conversely, at infiltration rates above 100%, the enemy will have between x1 and x0.8334 of normal detection radius (i.e. up to 1/6th less).  The effect scales linearly; for example, at 50% Infiltration, enemy detection range gets a 1/8 bonus (half the maximum bonus of 1/4).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;100% Infiltration: Base * [1 + ((100% - Infil%) x 1/4)]&lt;br /&gt;
* &amp;gt;100% Infiltration: Base * [1 - ((Infil% - 100%) x 1/6)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alert Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In LWOTC, enemies on alert gain a bonus to detection as they become more aware of XCOM activities within the area.&lt;br /&gt;
&lt;br /&gt;
Yellow Alert grants an additional +2 tiles of detection.&lt;br /&gt;
&lt;br /&gt;
Red Alert grants an additional +4 tiles of detection.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
* Soldiers now grow fatigued when continuously participating in missions. A point of will is lost every three turns or every two turns when sent out while tired. They enter a tired state when their will reaches about 67% of their max will and require 7-12 days to recover. A soldier will automatically be shaken after participating in a mission while tired and must recover for 20-24 days.&lt;br /&gt;
* Killing a civilian will decrease your will by 2.&lt;br /&gt;
* Will loss from miscellaneous actions such as seeing enemies or taking damage has been removed.&lt;br /&gt;
* Most random panic events have been removed and/or been restricted to shattered (classic panic state where unit hunkers).&lt;br /&gt;
&lt;br /&gt;
==Explosive/AoE Damage Falloff==&lt;br /&gt;
Long War makes explosives and some AoE attacks have damage falloff, decreasing the damage dealt against targets based on the distance from impact. Falloff can be removed with [[Perk List (LWOTC)#Tandem_Warheads|Tandem Warheads]]. &lt;br /&gt;
&lt;br /&gt;
There are three tiers of potential damage falloff depending on distance from detonation point:&lt;br /&gt;
None (up to half blast radius distance)&lt;br /&gt;
25% (up to 75% of blast radius distance)&lt;br /&gt;
50% (outermost 25%)&lt;br /&gt;
&lt;br /&gt;
Initially rolled damage gets reduced by a random amount (starting at 0%) up to this potential damage falloff. &lt;br /&gt;
&lt;br /&gt;
Resulting damage gets rounded down but cannot go lower than 1.&lt;br /&gt;
&lt;br /&gt;
==Environmental Damage==&lt;br /&gt;
There are 3 kinds of destructible objects which all have some &amp;quot;toughness&amp;quot;, or can be seen as &amp;quot;environmental health&amp;quot;, that determines how much damage needs to be dealt before they are destroyed.&lt;br /&gt;
* Simple destructibles: have a single toughness value where enough damage instantly destroys the object. ex. tables or wooden fences&lt;br /&gt;
* Fractional destructibles: similar to simple destructibles but have multiple parts/stages which can be destroyed partially or completely based on the damage dealt. ex. walls or floors&lt;br /&gt;
* Annihilation destructibles: these objects have two stages, damaged and annihilated. These objects have two toughness values. An example are cars where if enough damage is dealt they become damaged and continue to take damage over time until enough is dealt and becomes annihilated.&lt;br /&gt;
&lt;br /&gt;
Despite objects having a &amp;quot;toughness&amp;quot; value, this is not an actual health value but a threshold. An object cannot be eventually destroyed by doing so through multiple hits. Either enough environmental damage is dealt to change the object states or nothing occurs. One exception are targetable objects such as gas tanks or objectives.&lt;br /&gt;
&lt;br /&gt;
Long War greatly changes the impact explosives and weapons have against the environment in the battlefield. Frag grenades have significantly lower environmental damage and very rarely destroys cover (this can be boosted with [[Perk List (LWOTC)#Sapper|Sapper]] &lt;br /&gt;
and [[Perk List (LWOTC)#Combat_Engineer|Combat Engineer]]). Enemy explosives however are slightly better than XCOM&#039;s and are more likely to destroy cover, be cautious of them. This makes cover more important on both sides and requires more careful consideration in &lt;br /&gt;
positioning. &lt;br /&gt;
&lt;br /&gt;
In addition to this, just like with explosive damage, environmental damage also&lt;br /&gt;
suffers damage falloff from the point of impact when using explosives making it more difficult to level out cover completely (this can be removed by using [[Perk List (LWOTC)#Combat_Engineer|Combat Engineer]]). &lt;br /&gt;
&lt;br /&gt;
Similar to how damage is dealt, there is also variance with &lt;br /&gt;
the environmental damage dealt ranging from 0-20% spread.&lt;br /&gt;
&lt;br /&gt;
==Cover Defense==&lt;br /&gt;
In long war, cover defense is worth more and thus generally have more of an effect and important to use to stay safe. Low cover now grants 30 defense and high cover now grants 45 defense.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
Hacking is an ability that can be used for objectives or by the [[Specialist (LWOTC)|Specialist]] class with their gremlin which can also be used on Advent Poles or against robotic enemies with [[Perk List (LWOTC)#Haywire_Protocol|Haywire Protocol]]. The hacking chance is based on the attacker&#039;s hacking score, the defender&#039;s hack defense, some amount of variance and various modifiers depending on what is being hacked and what the attempted result is. There are a few notes to keep in mind about hacking.&lt;br /&gt;
&lt;br /&gt;
* A robotic enemy can only be hacked once per mission and cannot be re-attempted. This means that you can&#039;t continuously mind control a robotic enemy after it wears out or retry if you failed an attempt.&lt;br /&gt;
* [[Perk List (LWOTC)#Haywire_Protocol|Haywire Protocol]] and [[Perk List (LWOTC)#Full_Override|Full Override]] can target enemies within reasonable line of sight whether they are within their own vision or an alliles from squadsight. These abilities are not the same as hacking objectives or Advent Poles which requries the Specialists&#039; own line of sight in order to begin hacking.&lt;br /&gt;
* When hacking a jail cell during Jailbreaks, the doors are opened upon success and granting control of all the rookies/rebels within to begin escaping. This is not the case for VIP missions which require opening the door manually with a soldier and having the VIP within line of sight in order to take control of them and begin escaping.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;New&amp;quot; Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers as soon as the unit moves, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118735</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118735"/>
		<updated>2024-04-19T18:13:29Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Starting Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependent on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at LCpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes gain additional AP to spend on their base perks as they also require AP to learn. This also means it is possible to skip a tree perk to save AP and instead spend it on XCOM row perks. In addition to this, Heroes&#039; total AP gain based on their Combat Intelligence is slightly higher than that of standard soldiers, but the AP gain per rank is not linear; rather, most of them are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized starting stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats, and have differences from normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will usually not produce really bad or good rookies, although it is very possible to e.g. &amp;quot;waste&amp;quot; points on Hacking, as it is much easier for a low Hacking stat (especially 2-4) to be ignored for the entire game whilst still consuming points that could be spent elsewhere more efficiently. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications, some stats are worth more &amp;quot;points&amp;quot; than others. The total &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]], even beyond guessing it based on Combat Intelligence:&lt;br /&gt;
*Dodge, Hacking, Will, and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence is based on the Psi Offense value: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the Infirmary. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118734</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118734"/>
		<updated>2024-04-19T18:00:34Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Starting Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependent on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at LCpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes gain additional AP to spend on their base perks as they also require AP to learn. This also means it is possible to skip a tree perk to save AP and instead spend it on XCOM row perks. In addition to this, Heroes&#039; total AP gain based on their Combat Intelligence is slightly higher than that of standard soldiers, but the AP gain per rank is not linear; rather, most of them are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized starting stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats, and have differences from normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications, some stats are worth more &amp;quot;points&amp;quot; than others. The total &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking, and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the Infirmary. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LWOTC)&amp;diff=118733</id>
		<title>Specialist (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LWOTC)&amp;diff=118733"/>
		<updated>2024-04-19T17:44:48Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Class Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File:XCOM2 class specialist.png|center|frameless|96px|Specialist|link=]]&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.&#039;&#039;&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Overview==&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding an optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary&#039;&#039;&#039;: [[Weapons_(LWOTC)#Assault_Rifles|Rifles]], [[Weapons_(LWOTC)#Submachine_Guns|SMGs]], [[Weapons_(LWOTC)#Shotguns|Shotguns]].&lt;br /&gt;
&#039;&#039;&#039;Secondary&#039;&#039;&#039;: [[Weapons_(LWOTC)#GREMLINs|GREMLIN]]&lt;br /&gt;
&lt;br /&gt;
As with vanilla, Specialists use GREMLINs as secondaries, allowing them to perform many actions at range. Better GREMLINs improve their abilities as well as their Hacking stat.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Aid Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Hack (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Medic&lt;br /&gt;
|Subclass2=Hacker&lt;br /&gt;
|LCorporal1={{Revival Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Sentinel (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Field Surgeon (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Covering Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Interference (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Medical Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Scanning Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Trojan (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Field Medic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Airdrop (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Savior (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Cool Under Pressure (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Failsafe (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Rescue Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Threat Assessment (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Full Override (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Restoration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Kill Zone (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== XCOM Abilities ===&lt;br /&gt;
&lt;br /&gt;
{{XCOM Tree (LWOTC)&lt;br /&gt;
|Tier1A={{Close and Personal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1B={{Coup de Grace (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1C={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1D={{Deadeye (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1E={{Deep Cover (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1F={{Executioner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1G={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1H={{Infighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1I={{Iron Curtain (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1J={{Precision Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1K={{Salvo (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1L={{Smoker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1M={{Steady Hands (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1N={{Survival Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2A={{Blinding Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2B={{Bring &#039;Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2C={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2D={{Cyclic Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2E={{Fortify (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2F={{Hail of Bullets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2G={{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2H={{Neutralizing Agents (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2I={{Open Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2J={{Rapid Deployment (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2K={{Resilience (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2L={{Return Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2M={{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2N={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3A={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3B={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3C={{Full Kit (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3D={{Holo Targeting (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3E={{Hunter&#039;s Instincts (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3F={{Implacable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3G={{Light &#039;Em Up (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3H={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3I={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3J={{Run and Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3K={{Rupture (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3L={{Shredder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3M={{Stiletto (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3N={{Watch Them Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4A={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4B={{Close Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4C={{Disassembly (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4D={{Double Tap (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4E={{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4F={{Rapid Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4G={{Ready For Anything (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 0 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;4&amp;quot;; | Per Level&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Health.png|36px|Health|link=]]&amp;lt;br/&amp;gt;Health&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim|link=]]&amp;lt;br/&amp;gt;Aim&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Will.png|36px|Will|link=]]&amp;lt;br/&amp;gt;Will&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking|link=]]&amp;lt;br/&amp;gt;Hacking&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;4&amp;quot;; | Total&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Health.png|36px|Health|link=]]&amp;lt;br/&amp;gt;Health&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim|link=]]&amp;lt;br/&amp;gt;Aim&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0;font-size:67%;&amp;quot; | [[File:LW2_Will.png|36px|Will|link=]]&amp;lt;br/&amp;gt;Will&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking|link=]]&amp;lt;br/&amp;gt;Hacking&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118732</id>
		<title>Officers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118732"/>
		<updated>2024-04-19T17:41:25Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Candidates for Officer Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|37}}Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities.&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improve the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
* Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
* Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect. This combined with the Lead By Example perk (see below) makes them excellent for kick-starting recruitment in new havens, as their officer abilities help make up for your lower numbers on faceless hunts and defense missions.&lt;br /&gt;
* Get Some, Oscar Mike, Command, and Incoming do not affect &amp;quot;civilians&amp;quot; (i.e. VIPs, unarmed rebels)&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the first line of perks. Officers can train more abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
Mouse-over &amp;lt;span style=&amp;quot;position: relative; bottom: 2px;&amp;quot;&amp;gt;[[File:XCOM2_infoIcon_custom_1.png|18px|Mouse over this icon for more information on each ability.]]&amp;lt;/span&amp;gt; for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em 0 1em 0; background-color: #17181a; border: 2px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:1%; border-width: 0 2px 2px 0; border-color:#83c0ce;&amp;quot;| &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#83c0ce; border-width: 0 0 2px 0;&amp;quot; colspan=&amp;quot;10&amp;quot; | &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:1%; border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | All Officers&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenant.png|32px|Second Lieutenant]]&amp;lt;br&amp;gt;Second Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFirstLieutenant.png|32px|First Lieutenant]]&amp;lt;br&amp;gt;First Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankCaptain.png|32px|Captain]]&amp;lt;br&amp;gt;Captain&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Trial By Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankMajor.png|32px|Major]]&amp;lt;br&amp;gt;Major&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenantColonel.png|32px|Lieutenant Colonel]]&amp;lt;br&amp;gt;Lieutenant Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankColonel.png|32px|Colonel]]&amp;lt;br&amp;gt;Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFieldCommander.png|32px|Field Commander]]&amp;lt;br&amp;gt;Field Commander&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are at least a Lance Corporal. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing a concealment based Shinobi to contribute without breaking their stealth. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harm&#039;s way after completing the objective.&lt;br /&gt;
*&#039;&#039;&#039;Specialist&#039;&#039;&#039;: Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
*&#039;&#039;&#039;Grenadier&#039;&#039;&#039;: Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here. Rapid Deployment is particularly useful, allowing this officer to throw a defensive grenade in the same turn as issuing an order if a surprised group of enemies requires an immediate reaction.&lt;br /&gt;
*&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
*&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Medium. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets, but they are likely to be in the mid or back lines, well positioned to catch everyone in their command range. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Medium. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. Rangers can almost always use their actions gainfully shooting or reloading though, so you will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Incoming&amp;quot; is a good choice.&lt;br /&gt;
*&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
*&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Poor, except for specific builds. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.  However, there is a sharpshooter archetype that synergizes extremely well with officer abilities: take everything from the center of the tree. Once the sharpshooter hits Sergeant rank this setup kicks into high gear, providing your tactical teams with a concealed scout that can contribute meaningfully to every battle.  In one turn this officer can observe the next pod of enemies, light up two key foes with a holotargeter (thanks to rapid targeting), give a critical soldier an extra action, and provide passive benefits through defilade and lead by example, all without breaking concealment.&lt;br /&gt;
*&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;: Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, it&#039;s important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting Faceless, so you can quickly sanitize the globe of Faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, meaning when they are all off-cooldown, you have considerable opportunity costs to consider, but once you start using them, having a larger variety of abilities helps ensure you have a useful ability available every turn.&lt;br /&gt;
&lt;br /&gt;
== Scaling bonuses ==&lt;br /&gt;
&lt;br /&gt;
Soldiers receive bonuses to the following stats based on the amount of missions they have gone on while being led by the current officer: &lt;br /&gt;
* Dodge: +0.5 per mission, capped at 10 (20 missions)&lt;br /&gt;
* Willpower: +1 per mission, capping at 40 (40 missions)&lt;br /&gt;
* Infiltration: 0.0075f per mission, capped at 0.25f (34 missions)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118731</id>
		<title>Officers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118731"/>
		<updated>2024-04-19T17:40:11Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Candidates for Officer Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|37}}Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities.&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improve the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
* Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
* Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect. This combined with the Lead By Example perk (see below) makes them excellent for kick-starting recruitment in new havens, as their officer abilities help make up for your lower numbers on faceless hunts and defense missions.&lt;br /&gt;
* Get Some, Oscar Mike, Command, and Incoming do not affect &amp;quot;civilians&amp;quot; (i.e. VIPs, unarmed rebels)&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the first line of perks. Officers can train more abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
Mouse-over &amp;lt;span style=&amp;quot;position: relative; bottom: 2px;&amp;quot;&amp;gt;[[File:XCOM2_infoIcon_custom_1.png|18px|Mouse over this icon for more information on each ability.]]&amp;lt;/span&amp;gt; for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em 0 1em 0; background-color: #17181a; border: 2px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:1%; border-width: 0 2px 2px 0; border-color:#83c0ce;&amp;quot;| &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#83c0ce; border-width: 0 0 2px 0;&amp;quot; colspan=&amp;quot;10&amp;quot; | &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:1%; border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | All Officers&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenant.png|32px|Second Lieutenant]]&amp;lt;br&amp;gt;Second Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFirstLieutenant.png|32px|First Lieutenant]]&amp;lt;br&amp;gt;First Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankCaptain.png|32px|Captain]]&amp;lt;br&amp;gt;Captain&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Trial By Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankMajor.png|32px|Major]]&amp;lt;br&amp;gt;Major&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenantColonel.png|32px|Lieutenant Colonel]]&amp;lt;br&amp;gt;Lieutenant Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankColonel.png|32px|Colonel]]&amp;lt;br&amp;gt;Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFieldCommander.png|32px|Field Commander]]&amp;lt;br&amp;gt;Field Commander&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are at least a Lance Corporal. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing a concealment based Shinobi to contribute without breaking their stealth. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harms way after completing to the objective.&lt;br /&gt;
*&#039;&#039;&#039;Specialist&#039;&#039;&#039;: Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
*&#039;&#039;&#039;Grenadier&#039;&#039;&#039;: Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here. Rapid Deployment is particularly useful, allowing this officer to throw a defensive grenade in the same turn as issuing an order if a surprised group of enemies requires an immediate reaction.&lt;br /&gt;
*&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
*&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Medium. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets, but they are likely to be in the mid or back lines, well positioned to catch everyone in their command range. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Medium. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. Rangers can almost always use their actions gainfully shooting or reloading though, so you will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Incoming&amp;quot; is a good choice.&lt;br /&gt;
*&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
*&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Poor, except for specific builds. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.  However, there is a sharpshooter archetype that synergizes extremely well with officer abilities: take everything from the center of the tree. Once the sharpshooter hits Sergeant rank this setup kicks into high gear, providing your tactical teams with a concealed scout that can contribute meaningfully to every battle.  In one turn this officer can observe the next pod of enemies, light up two key foes with a holotargeter (thanks to rapid targeting), give a critical soldier an extra action, and provide passive benefits through defilade and lead by example, all without breaking concealment.&lt;br /&gt;
*&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;: Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, it&#039;s important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting Faceless, so you can quickly sanitize the globe of Faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, meaning when they are all off-cooldown, you have considerable opportunity costs to consider, but once you start using them, having a larger variety of abilities helps ensure you have a useful ability available every turn.&lt;br /&gt;
&lt;br /&gt;
== Scaling bonuses ==&lt;br /&gt;
&lt;br /&gt;
Soldiers receive bonuses to the following stats based on the amount of missions they have gone on while being led by the current officer: &lt;br /&gt;
* Dodge: +0.5 per mission, capped at 10 (20 missions)&lt;br /&gt;
* Willpower: +1 per mission, capping at 40 (40 missions)&lt;br /&gt;
* Infiltration: 0.0075f per mission, capped at 0.25f (34 missions)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118730</id>
		<title>Officers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118730"/>
		<updated>2024-04-19T17:34:32Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|37}}Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities.&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improve the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
* Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
* Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect. This combined with the Lead By Example perk (see below) makes them excellent for kick-starting recruitment in new havens, as their officer abilities help make up for your lower numbers on faceless hunts and defense missions.&lt;br /&gt;
* Get Some, Oscar Mike, Command, and Incoming do not affect &amp;quot;civilians&amp;quot; (i.e. VIPs, unarmed rebels)&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the first line of perks. Officers can train more abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
Mouse-over &amp;lt;span style=&amp;quot;position: relative; bottom: 2px;&amp;quot;&amp;gt;[[File:XCOM2_infoIcon_custom_1.png|18px|Mouse over this icon for more information on each ability.]]&amp;lt;/span&amp;gt; for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em 0 1em 0; background-color: #17181a; border: 2px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:1%; border-width: 0 2px 2px 0; border-color:#83c0ce;&amp;quot;| &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#83c0ce; border-width: 0 0 2px 0;&amp;quot; colspan=&amp;quot;10&amp;quot; | &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:1%; border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | All Officers&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenant.png|32px|Second Lieutenant]]&amp;lt;br&amp;gt;Second Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFirstLieutenant.png|32px|First Lieutenant]]&amp;lt;br&amp;gt;First Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankCaptain.png|32px|Captain]]&amp;lt;br&amp;gt;Captain&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Trial By Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankMajor.png|32px|Major]]&amp;lt;br&amp;gt;Major&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenantColonel.png|32px|Lieutenant Colonel]]&amp;lt;br&amp;gt;Lieutenant Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankColonel.png|32px|Colonel]]&amp;lt;br&amp;gt;Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFieldCommander.png|32px|Field Commander]]&amp;lt;br&amp;gt;Field Commander&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are at least a rank of Lance Corporal. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist&#039;&#039;&#039;: Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing a concealment based Shinobi to contribute without breaking their stealth. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harms way after completing to the objective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;: Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here. Rapid Deployment is particularly useful, allowing this officer to throw a defensive grenade in the same turn as issuing an order if a surprised group of enemies requires an immediate reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Medium. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. Rangers can almost always use their actions gainfully shooting or reloading though, so you will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Incoming&amp;quot; is a good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Medium. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets, but they are likely to be in the mid or back lines, well positioned to catch everyone in their command range. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Poor, except for specific builds. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.  However, there is a sharpshooter archetype that synergizes extremely well with officer abilities: take everything from the center of the tree. Once the sharpshooter hits Sergeant rank this setup kicks into high gear, providing your tactical teams with a concealed scout that can contribute meaningfully to every battle.  In one turn this officer can observe the next pod of enemies, light up two key foes with a holotargeter (thanks to rapid targeting), give a critical soldier an extra action, and provide passive benefits through defilade and lead by example, all without breaking concealment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;: Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, its important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting faceless, so you can quickly sanitize the globe of faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, so its viable but not excellent.&lt;br /&gt;
&lt;br /&gt;
== Scaling bonuses ==&lt;br /&gt;
&lt;br /&gt;
Soldiers receive bonuses to the following stats based on the amount of missions they have gone on while being led by the current officer: &lt;br /&gt;
* Dodge: +0.5 per mission, capped at 10 (20 missions)&lt;br /&gt;
* Willpower: +1 per mission, capping at 40 (40 missions)&lt;br /&gt;
* Infiltration: 0.0075f per mission, capped at 0.25f (34 missions)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118729</id>
		<title>Officers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118729"/>
		<updated>2024-04-19T17:33:12Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|37}}Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities.&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improves the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
* Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
* Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect. This combined with the Lead By Example perk (see below) makes them excellent for kick-starting recruitment in new havens, as their officer abilities help make up for your lower numbers on faceless hunts and defense missions.&lt;br /&gt;
* Get Some, Oscar Mike, Command, and Incoming do not affect &amp;quot;civilians&amp;quot; (i.e. VIPs, unarmed rebels)&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the first line of perks. Officers can train more abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
Mouse-over &amp;lt;span style=&amp;quot;position: relative; bottom: 2px;&amp;quot;&amp;gt;[[File:XCOM2_infoIcon_custom_1.png|18px|Mouse over this icon for more information on each ability.]]&amp;lt;/span&amp;gt; for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em 0 1em 0; background-color: #17181a; border: 2px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:1%; border-width: 0 2px 2px 0; border-color:#83c0ce;&amp;quot;| &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#83c0ce; border-width: 0 0 2px 0;&amp;quot; colspan=&amp;quot;10&amp;quot; | &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:1%; border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | All Officers&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenant.png|32px|Second Lieutenant]]&amp;lt;br&amp;gt;Second Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFirstLieutenant.png|32px|First Lieutenant]]&amp;lt;br&amp;gt;First Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankCaptain.png|32px|Captain]]&amp;lt;br&amp;gt;Captain&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Trial By Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankMajor.png|32px|Major]]&amp;lt;br&amp;gt;Major&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenantColonel.png|32px|Lieutenant Colonel]]&amp;lt;br&amp;gt;Lieutenant Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankColonel.png|32px|Colonel]]&amp;lt;br&amp;gt;Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFieldCommander.png|32px|Field Commander]]&amp;lt;br&amp;gt;Field Commander&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are at least a rank of Lance Corporal. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist&#039;&#039;&#039;: Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing a concealment based Shinobi to contribute without breaking their stealth. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harms way after completing to the objective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;: Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here. Rapid Deployment is particularly useful, allowing this officer to throw a defensive grenade in the same turn as issuing an order if a surprised group of enemies requires an immediate reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Medium. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. Rangers can almost always use their actions gainfully shooting or reloading though, so you will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Incoming&amp;quot; is a good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Medium. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets, but they are likely to be in the mid or back lines, well positioned to catch everyone in their command range. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Poor, except for specific builds. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.  However, there is a sharpshooter archetype that synergizes extremely well with officer abilities: take everything from the center of the tree. Once the sharpshooter hits Sergeant rank this setup kicks into high gear, providing your tactical teams with a concealed scout that can contribute meaningfully to every battle.  In one turn this officer can observe the next pod of enemies, light up two key foes with a holotargeter (thanks to rapid targeting), give a critical soldier an extra action, and provide passive benefits through defilade and lead by example, all without breaking concealment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;: Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, its important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting faceless, so you can quickly sanitize the globe of faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, so its viable but not excellent.&lt;br /&gt;
&lt;br /&gt;
== Scaling bonuses ==&lt;br /&gt;
&lt;br /&gt;
Soldiers receive bonuses to the following stats based on the amount of missions they have gone on while being led by the current officer: &lt;br /&gt;
* Dodge: +0.5 per mission, capped at 10 (20 missions)&lt;br /&gt;
* Willpower: +1 per mission, capping at 40 (40 missions)&lt;br /&gt;
* Infiltration: 0.0075f per mission, capped at 0.25f (34 missions)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118728</id>
		<title>Officers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LWOTC)&amp;diff=118728"/>
		<updated>2024-04-19T17:32:27Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|37}}Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities.&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improves the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
* Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
* Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect. This combined with the Lead By Example perk (see below) makes them excellent for kickstarting recruitment new havens, as their officer abilities help make up for your lower numbers on faceless hunts and defense missions.&lt;br /&gt;
* Get Some, Oscar Mike, Command, and Incoming do not affect &amp;quot;civilians&amp;quot; (i.e. VIPs, unarmed rebels)&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the first line of perks. Officers can train more abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
Mouse-over &amp;lt;span style=&amp;quot;position: relative; bottom: 2px;&amp;quot;&amp;gt;[[File:XCOM2_infoIcon_custom_1.png|18px|Mouse over this icon for more information on each ability.]]&amp;lt;/span&amp;gt; for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em 0 1em 0; background-color: #17181a; border: 2px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:1%; border-width: 0 2px 2px 0; border-color:#83c0ce;&amp;quot;| &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#83c0ce; border-width: 0 0 2px 0;&amp;quot; colspan=&amp;quot;10&amp;quot; | &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:1%; border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | All Officers&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce; width:10%;&amp;quot; colspan=&amp;quot;2&amp;quot; | {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenant.png|32px|Second Lieutenant]]&amp;lt;br&amp;gt;Second Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFirstLieutenant.png|32px|First Lieutenant]]&amp;lt;br&amp;gt;First Lieutenant&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankCaptain.png|32px|Captain]]&amp;lt;br&amp;gt;Captain&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Trial By Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankMajor.png|32px|Major]]&amp;lt;br&amp;gt;Major&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankLieutenantColonel.png|32px|Lieutenant Colonel]]&amp;lt;br&amp;gt;Lieutenant Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankColonel.png|32px|Colonel]]&amp;lt;br&amp;gt;Colonel&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|- vertical-align=&amp;quot;middle&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-width: 0 2px 0 0; border-color:#83c0ce; background-color: #17181a;&amp;quot;  | [[File:LWOfficers RankFieldCommander.png|32px|Field Commander]]&amp;lt;br&amp;gt;Field Commander&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
| style=&amp;quot;border-color: #83c0ce;&amp;quot; colspan=&amp;quot;5&amp;quot; | {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are at least a rank of Lance Corporal. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist&#039;&#039;&#039;: Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing a concealment based Shinobi to contribute without breaking their stealth. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harms way after completing to the objective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;: Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here. Rapid Deployment is particularly useful, allowing this officer to throw a defensive grenade in the same turn as issuing an order if a surprised group of enemies requires an immediate reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Medium. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. Rangers can almost always use their actions gainfully shooting or reloading though, so you will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Incoming&amp;quot; is a good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Medium. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets, but they are likely to be in the mid or back lines, well positioned to catch everyone in their command range. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Poor, except for specific builds. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.  However, there is a sharpshooter archetype that synergizes extremely well with officer abilities: take everything from the center of the tree. Once the sharpshooter hits Sergeant rank this setup kicks into high gear, providing your tactical teams with a concealed scout that can contribute meaningfully to every battle.  In one turn this officer can observe the next pod of enemies, light up two key foes with a holotargeter (thanks to rapid targeting), give a critical soldier an extra action, and provide passive benefits through defilade and lead by example, all without breaking concealment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;: Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, its important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting faceless, so you can quickly sanitize the globe of faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, so its viable but not excellent.&lt;br /&gt;
&lt;br /&gt;
== Scaling bonuses ==&lt;br /&gt;
&lt;br /&gt;
Soldiers receive bonuses to the following stats based on the amount of missions they have gone on while being led by the current officer: &lt;br /&gt;
* Dodge: +0.5 per mission, capped at 10 (20 missions)&lt;br /&gt;
* Willpower: +1 per mission, capping at 40 (40 missions)&lt;br /&gt;
* Infiltration: 0.0075f per mission, capped at 0.25f (34 missions)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infirmary_(LWOTC)&amp;diff=118727</id>
		<title>Infirmary (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infirmary_(LWOTC)&amp;diff=118727"/>
		<updated>2024-04-19T17:27:32Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Negative Trait Recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}[[File:xcom2_infirmary.jpg|center|Infirmary|link=Infirmary (LWOTC)]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The Infirmary is a new facility introduced in the War of the Chosen expansion. It partially replaces the Advanced Warfare Center, now being the building that increases wound recovery rate of the barracks. This building is also used to help recover from negative traits, a new mechanic introduced in War of the Chosen. These can occur when a soldier takes major wounds during combat. Lastly, this can be upgraded to allow for sending a soldier on a mission despite their condition for emergencies.&lt;br /&gt;
&lt;br /&gt;
==Wound Recovery==&lt;br /&gt;
Staffing a scientist in this facility improves wound recovery rate by 50% (100% on Rookie difficulty). Injuries suffered by scientists and engineers are also affected. Note that the Infirmary does not passively improve wound recovery rate, a scientist is required to see any benefit.&lt;br /&gt;
&lt;br /&gt;
==Negative Trait Recovery==&lt;br /&gt;
A soldier can be staffed to this facility for a few days to remove their negative trait. Another, semi-active way of removing traits is unlocked when the Infirmary is built: sending the affected soldier on missions and returning without injuries sufficiently many times.&lt;br /&gt;
&lt;br /&gt;
==Hypervital Module==&lt;br /&gt;
This upgrade allows for sending a soldier out on a mission regardless of their current state, but the soldier is then returned to their earlier state upon mission completion. Every revitalization of a soldier costs an Elerium core, each soldier can only be revitalized once per campaign, and only one soldier can be out revitalized at a given time. The option to revitalize is in the squad selection screen when preparing for a mission.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118726</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118726"/>
		<updated>2024-04-19T17:26:38Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Wound Time Calculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependent on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at LCpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes gain additional AP to spend on their base perks as they also require AP to learn. This also means it is possible to skip a tree perk to save AP and instead spend it on XCOM row perks. In addition to this, Heroes&#039; total AP gain based on their Combat Intelligence is slightly higher than that of standard soldiers, but the AP gain per rank is not linear; rather, most of them are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized startig stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats and have differences over normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. The total of &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the Infirmary. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118725</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118725"/>
		<updated>2024-04-19T16:59:19Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependent on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at LCpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes gain additional AP to spend on their base perks as they also require AP to learn. This also means it is possible to skip a tree perk to save AP and instead spend it on XCOM row perks. In addition to this, Heroes&#039; total AP gain based on their Combat Intelligence is slightly higher than that of standard soldiers, but the AP gain per rank is not linear; rather, most of them are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized startig stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats and have differences over normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. The total of &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the AWC. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118724</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118724"/>
		<updated>2024-04-19T16:57:04Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Promotions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependent on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at Lcpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes Gain additional AP to spend on their base perks as they also require AP to learn. This also means it is optional to skip a tree perk to save AP and instead spend it on XCOM row perks instead. In addition to this, Heroes total AP gain based on their Combat Intelligenece is slightly higher than that of standard soldiers but the AP gain per rank is not linear and rather most of which are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized startig stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats and have differences over normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. The total of &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the AWC. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118723</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118723"/>
		<updated>2024-04-19T16:51:51Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Mission XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, to a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore, soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers, with the XP assigned to the unfilled spots wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependant on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at Lcpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes Gain additional AP to spend on their base perks as they also require AP to learn. This also means it is optional to skip a tree perk to save AP and instead spend it on XCOM row perks instead. In addition to this, Heroes total AP gain based on their Combat Intelligenece is slightly higher than that of standard soldiers but the AP gain per rank is not linear and rather most of which are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized startig stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats and have differences over normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. The total of &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the AWC. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118722</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118722"/>
		<updated>2024-04-19T16:50:21Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Recruiting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruiting by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are fewer than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, with a minimum of 3 soldiers.. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependant on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at Lcpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes Gain additional AP to spend on their base perks as they also require AP to learn. This also means it is optional to skip a tree perk to save AP and instead spend it on XCOM row perks instead. In addition to this, Heroes total AP gain based on their Combat Intelligenece is slightly higher than that of standard soldiers but the AP gain per rank is not linear and rather most of which are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized startig stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats and have differences over normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. The total of &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the AWC. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118721</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=118721"/>
		<updated>2024-04-19T16:48:45Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Squad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens, your squad will be reinforced by the Advisor assigned to them and on some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However, taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruit by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are less than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, with a minimum of 3 soldiers.. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependant on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at Lcpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes Gain additional AP to spend on their base perks as they also require AP to learn. This also means it is optional to skip a tree perk to save AP and instead spend it on XCOM row perks instead. In addition to this, Heroes total AP gain based on their Combat Intelligenece is slightly higher than that of standard soldiers but the AP gain per rank is not linear and rather most of which are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized startig stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats and have differences over normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high Aim might have low Mobility or Health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. The total of &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the AWC. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LWOTC)&amp;diff=118720</id>
		<title>Shinobi (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LWOTC)&amp;diff=118720"/>
		<updated>2024-04-19T16:39:33Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Class Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File:LW2 class Shinobi.png|center|frameless|96px|Shinobi|link=]]&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.&#039;&#039;&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Overview==&lt;br /&gt;
&lt;br /&gt;
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.&lt;br /&gt;
&lt;br /&gt;
Shinobis provide excellent flank security and forward recon, screening out accidental, unwanted activations and ensuring the only enemies who spot you are the ones you’re ready to kill. Their stealth means they’re also capable of taking on some mission types entirely on their own, though the all-or-nothing stakes of dodging patrols or dying alone makes solo sneaking an approach not for the faint of heart.&lt;br /&gt;
&lt;br /&gt;
The Shinobi tree is littered with tempting combat-focused perks that sound excitingly effective, so it’s important we understand the real strength of the class—&#039;&#039;&#039;Concealment&#039;&#039;&#039; is absurd. Other classes can compete with and surpass the damage or defensive capability of even the most combat-oriented Shinobi, but none can compare to their mastery over the art of invisibility.&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
Left branch: &amp;quot;Saboteur&amp;quot; type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.&lt;br /&gt;
&lt;br /&gt;
Right branch: &amp;quot;Kenshi&amp;quot; type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.&lt;br /&gt;
&lt;br /&gt;
Center branch: The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles and Shotguns are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary&#039;&#039;&#039;: [[Weapons_(LWOTC)#Assault_Rifles|Rifles]], [[Weapons_(LWOTC)#Submachine_Guns|SMGs]], [[Weapons_(LWOTC)#Shotguns|Shotguns]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary&#039;&#039;&#039;: [[Weapons_(LWOTC)#Swords|Sword]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Fleche (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Slash (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Saboteur&lt;br /&gt;
|Subclass2=Kenshi&lt;br /&gt;
|LCorporal1={{Ghostwalker (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Lone Wolf (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Blademaster (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Shadowstep (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Executioner (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Combatives (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Covert (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Hard Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Cutthroat (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Shadowstrike (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Low Profile (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Bladestorm (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Hit and Run (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Evasive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Reaper (Perk) (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Tradecraft (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Hunter&#039;s Instincts (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Whirlwind (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Conceal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Rapid Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Coup de Grace (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== XCOM Abilities ===&lt;br /&gt;
&lt;br /&gt;
{{XCOM Tree (LWOTC)&lt;br /&gt;
|Tier1A={{Aim Assist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1B={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1C={{Deadeye (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1D={{Deep Cover (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1E={{Field Medic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1F={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1G={{Impulse (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1H={{Iron Curtain (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1I={{Locked On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1J={{Precision Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1K={{Preservation (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1L={{Salvo (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1M={{Smoker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier1N={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2A={{Bring &#039;Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2B={{Center Mass (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2C={{Combat Engineer (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2D={{Death From Above (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2E={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2F={{Hail of Bullets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2G={{Infighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2H={{Light &#039;Em Up (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2I={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2J={{Rapid Deployment (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2K={{Return Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2L={{Survival Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2M={{Trench Warfare (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier2N={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3A={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3B={{Combat Fitness (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3C={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3D={{Fortify (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3E={{Full Kit (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3F={{Kill Zone (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3G={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3H={{Overkill (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3I={{Resilience (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3J={{Run and Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3K={{Rupture (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3L={{Shredder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3M={{Stiletto (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier3N={{Tactical Sense (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4A={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4B={{Close Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4C={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4D={{Double Tap (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4E={{Implacable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4F={{Lethal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
|Tier4G={{Lightning Slash (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 0 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Per Level&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Health.png|36px|Health|link=]]&amp;lt;br/&amp;gt;Health&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim|link=]]&amp;lt;br/&amp;gt;Aim&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Will.png|36px|Will|link=]]&amp;lt;br/&amp;gt;Will&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge|link=]]&amp;lt;br/&amp;gt;Dodge&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking|link=]]&amp;lt;br/&amp;gt;Hacking&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Health.png|36px|Health|link=]]&amp;lt;br/&amp;gt;Health&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim|link=]]&amp;lt;br/&amp;gt;Aim&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0;font-size:67%;&amp;quot; | [[File:LW2_Will.png|36px|Will|link=]]&amp;lt;br/&amp;gt;Will&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge|link=]]&amp;lt;br/&amp;gt;Dodge&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking|link=]]&amp;lt;br/&amp;gt;Hacking&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=118719</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=118719"/>
		<updated>2024-04-19T16:30:32Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Strength Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
&#039;&#039;Also known as Alert or Alertness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing in emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RS values and is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: the base level of Strength, plus modifiers such as [[Infiltration_(LW2)|Infiltration]] or specific mission ones, determines the total pod composition and number of enemies the mission will start with, which is partially indicated by the [[Missions_(LW2)#Enemy_Activity_Level|mission activity level]].&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* Evac Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
* Regional Cooldown - the number of days before this Activity can appear again in a region. Cooldown timer starts when Activity is spawned.&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities (guerilla ops)&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||21-32&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Requires at least one Faceless in region.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated. 10-16 day global cooldown.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected. Force Level is first halved before applying modifier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118718</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118718"/>
		<updated>2024-04-19T16:29:10Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Squad Covertness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LW2)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However. some Golden Path missions (Blacksite, Forge, and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is added to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can significantly affect the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor&lt;br /&gt;
| 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor Per Squad Member&lt;br /&gt;
| {{#expr: 0.7/1round2 }} || {{#expr: 0.725/2round2 }} || {{#expr: 0.75/3round2 }} || {{#expr: 0.8/4round2 }} || {{#expr: 1/5round2 }} || {{#expr: 1.25/6round2 }} || {{#expr: 1.5/7round2 }} || {{#expr: 1.8/8round2 }} || {{#expr: 2.8/9round2 }} || {{#expr: 4/10round2 }} || {{#expr: 5.2/11round2 }} || {{#expr: 6.4/12round2 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! scope=colgroup colspan=2 | Tactical Infiltrations&lt;br /&gt;
! scope=colgroup colspan=5 | Large Unit Infiltrations&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=rowgroup rowspan=2 | Reduction&lt;br /&gt;
| colspan=2 | -0.125 || -0.2 || -0.35 || colspan=3 | -0.5&lt;br /&gt;
|-&lt;br /&gt;
| {{#expr: -100*.125/1.25round2 }}% || {{#expr: -100*.125/1.5round2 }}% || {{#expr: -100*.2/1.8round2 }}% || {{#expr: -100*.35/2.8round2 }}% || {{#expr: -100*.5/4round2 }}% || {{#expr: -100*.5/5.2round2 }}% || {{#expr: -100*.5/6.4round2 }}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified to the Base Infiltration Time multiplied by the Squad Size Factor, so a Squad Size Factor under 1 will remove hours and greater than 1 will add hours, and by default, a squad of size 5 uses the base time allotment.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LW2)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness).&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LW2)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate, ) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier. ADVENT Network Tower and Alien Fortress are affected by this modifier but only for overinfiltration (as they require at least 100% infiltration to launch).&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LW2)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LW2)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Mechanics (LW2)#Reinforcements_(LW2)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118717</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118717"/>
		<updated>2024-04-19T16:23:28Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Squad Size Factor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LW2)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However. some Golden Path missions (Blacksite, Forge, and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is added to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can significantly affect the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor&lt;br /&gt;
| 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor Per Squad Member&lt;br /&gt;
| {{#expr: 0.7/1round2 }} || {{#expr: 0.725/2round2 }} || {{#expr: 0.75/3round2 }} || {{#expr: 0.8/4round2 }} || {{#expr: 1/5round2 }} || {{#expr: 1.25/6round2 }} || {{#expr: 1.5/7round2 }} || {{#expr: 1.8/8round2 }} || {{#expr: 2.8/9round2 }} || {{#expr: 4/10round2 }} || {{#expr: 5.2/11round2 }} || {{#expr: 6.4/12round2 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! scope=colgroup colspan=2 | Tactical Infiltrations&lt;br /&gt;
! scope=colgroup colspan=5 | Large Unit Infiltrations&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=rowgroup rowspan=2 | Reduction&lt;br /&gt;
| colspan=2 | -0.125 || -0.2 || -0.35 || colspan=3 | -0.5&lt;br /&gt;
|-&lt;br /&gt;
| {{#expr: -100*.125/1.25round2 }}% || {{#expr: -100*.125/1.5round2 }}% || {{#expr: -100*.2/1.8round2 }}% || {{#expr: -100*.35/2.8round2 }}% || {{#expr: -100*.5/4round2 }}% || {{#expr: -100*.5/5.2round2 }}% || {{#expr: -100*.5/6.4round2 }}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified to the Base Infiltration Time multiplied by the Squad Size Factor, so a Squad Size Factor under 1 will remove hours and greater than 1 will add hours, and by default, a squad of size 5 uses the base time allotment.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LW2)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LW2)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate, ) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier. ADVENT Network Tower and Alien Fortress are affected by this modifier but only for overinfiltration (as they require at least 100% infiltration to launch).&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LW2)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LW2)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Mechanics (LW2)#Reinforcements_(LW2)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118716</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118716"/>
		<updated>2024-04-19T16:06:32Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Squad Size Factor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LW2)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However. some Golden Path missions (Blacksite, Forge, and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is added to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can significantly affect the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor&lt;br /&gt;
| 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! scope=colgroup colspan=2 | Tactical Infiltrations&lt;br /&gt;
! scope=colgroup colspan=5 | Large Unit Infiltrations&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Reduction&lt;br /&gt;
| -0.125 || -.0125 || -0.2 || -0.35 || -0.5 || -0.5 || -0.5 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified to the Base Infiltration Time multiplied by the Squad Size Factor, so a Squad Size Factor under 1 will remove hours and greater than 1 will add hours, and by default, a squad of size 5 uses the base time allotment.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LW2)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LW2)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate, ) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier. ADVENT Network Tower and Alien Fortress are affected by this modifier but only for overinfiltration (as they require at least 100% infiltration to launch).&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LW2)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LW2)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Mechanics (LW2)#Reinforcements_(LW2)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118715</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118715"/>
		<updated>2024-04-19T16:04:45Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Squad Size Factor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LW2)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However. some Golden Path missions (Blacksite, Forge, and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is added to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can significantly affect the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Size Factor&lt;br /&gt;
| 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! scope=colgroup colspan=2 | Tactical Infiltrations&lt;br /&gt;
! scope=colgroup colspan=5 | Large Unit Infiltrations&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Squad Size&lt;br /&gt;
| 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Reduction&lt;br /&gt;
| -0.125 || -.0125 || -0.2 || -0.35 || -0.5 || -0.5 || -0.5 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Squad Size Factor - 1. A Squad Size Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LW2)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LW2)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate, ) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier. ADVENT Network Tower and Alien Fortress are affected by this modifier but only for overinfiltration (as they require at least 100% infiltration to launch).&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LW2)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LW2)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Mechanics (LW2)#Reinforcements_(LW2)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118714</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=118714"/>
		<updated>2024-04-19T16:00:44Z</updated>

		<summary type="html">&lt;p&gt;Quindraco: /* Base Infiltration Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LW2)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However. some Golden Path missions (Blacksite, Forge, and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is added to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can affect significatively the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Squad Size&#039;&#039;&#039; || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Size Factor&#039;&#039;&#039; || 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Squad Size&#039;&#039;&#039; || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reduction&#039;&#039;&#039; || -0.2 || -0.35 || -0.5 || -0.5 || -0.5 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Squad Size Factor - 1. A Squad Size Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LW2)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LW2)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate, ) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier. ADVENT Network Tower and Alien Fortress are affected by this modifier but only for overinfiltration (as they require at least 100% infiltration to launch).&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LW2)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LW2)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Mechanics (LW2)#Reinforcements_(LW2)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Quindraco</name></author>
	</entry>
</feed>